24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I cant "harvest" certain blocks even with an Ardite Pickaxe or a standard Iron Pickaxe (vanilla tool enabled in settings). This block in particular is not harvestable, nothing happens when I click. Can anyone help me out?
Rollback Post to RevisionRollBack
"The great thing about bushcraft is that wherever you go, the skills go with you."
I am having an issue with using IguanaTinkerTweaks-1.7.10-2.1.6 to override the name of the mining level in a set of mods I am trying to put together.
There are no errors in the logs, and, in fact, the logs show that Iguana Tweaks is, in fact, overwriting the name. However, the names appear to be re-overwritten with something else.
Specifically, Level three is set to "Tin" and not "Bronze".
This is what I am seeing (From BlockDefaults.cfg):
I am hoping that I am missing something fundamental in my understanding, or that the Tin vs Bronze thing will make the conflict obvious to someone who has looked at it before.
We have two other mods (both by Boni) that implement the other parts of this mod. There is no need to port this mod anymore.
I disagree to an extent ... the main function i liked about this mod was the disabling of being able to use Vanilla tools for anything other than just in recipes, which is something ive not yet found another mod to do, although if i cbf itd prolly be something that can be doen via Crafttweaker
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Does anyone know if all tools (Ex: Shovel, Pickaxe, etc) are supposed to gain xp from killing mobs or just the weapons (Ex: Rapier, Cleaver, etc..)? Also if the tools are not supposed to be gaining xp how would i go about fixing this?
Using these versions:
TConstruct-1.7.10-1.8.8
IguanaTinkerTweaks-1.7.10-2.1.6
It would be great if someone knows! Thanks in advance!
Does anyone know if all tools (Ex: Shovel, Pickaxe, etc) are supposed to gain xp from killing mobs or just the weapons (Ex: Rapier, Cleaver, etc..)? Also if the tools are not supposed to be gaining xp how would i go about fixing this?
Using these versions:
TConstruct-1.7.10-1.8.8
IguanaTinkerTweaks-1.7.10-2.1.6
It would be great if someone knows! Thanks in advance!
I believe only weapons get XP from killing. Shovels get XP from digging (sand, gravel, dirt) and picks get XP from mining (stone, ore, etc.). I do not know if there is a way to change this, but I doubt it.
Hey. I've been hunting all over the place and wondering if someone could help me with something.
I've been making myself a mod pack and managed to figure out how to get the extra configs to load (Finding almost no references to their existence to begin with but knew they existed.)
But I cant figure out if Iguana Tweaks can alter bow/string/fletch stats like Draw speed, Arrow Speed, Accuracy, and their modifiers as well as their special traits (Beyond jagged, stonebound, reinforced, and unbreakable) which are not listed when they are auto generated. I've tried googling and I've tried guessing a few potentially obvious config lines like I:drawSpeed=5
Or is this not an option and I have to use something else that might alter their stats like minetweaker?
@boni I'm not sure whether you intend to make any updates (however small) to 1.7 versions of your mods, but just in case you do, I thought you might want to adjust this one to assign mining levels to oreberry bushes corresponding to the ore they take the place of. Since the bushes are part of tcon (and I realize you later removed them when you took over the mod.*), I'm not entirely sure why you didn't give them a mining level in the first place, when 1.7 was still the go-to version for mod development. Was it overlooked or something?
*I disagree with that decision by the way, given the non-renewable -without additional mods- nature of both ores and the berry bushes even when they were still a thing. The best alternative I found for my 1.10 server pack was the Chickens mod (with MoreChickens to cover modded materials), but that thing is so unbalanced that I'm scared of using it with a large server and/or pack.
(and before I go on to a tangent about the imbalance of the Chickens mod, I should probably just end the post here)
One of the features you said was there is that patterns show what materials can be used. This has worked on other packs for me but its not on my own... any clue why that might be?
So I've just started a new world and when it came time to make my first weapon I decided to go with a javelin, since I've never really used them before and it actually looked like a decent first weapon (I added wooden tough rods to the whitelist since javelins are pre-smeltery). I actually like them, they're a good blend of melee and ranged for early game, except for one little blip. When I was fighting off a wave of zombies, I noticed that the javelin had much less experience than I expected. I did some testing and discovered that while ranged attacks give you a whopping 10 experience, melee attacks give you nothing. This sucks because javelins have the lowest ammo count of any ranged weapon, since they're also good for melee. That means that I'm constantly going back to my tool station to replace the three javelins I've used so that I can level them up. I'm hoping you can change something (I know nothing of mod-making) so that melee attacks gain experience as well. If it's an "either/or" situation, then I'd suggest dropping ranged experience in exchange for melee as the low ammo count means that most people will be using melee, as they can repair it on the fly but have to go back to the tool station/forge to replenish the ammo.
So I've just started a new world and when it came time to make my first weapon I decided to go with a javelin, since I've never really used them before and it actually looked like a decent first weapon (I added wooden tough rods to the whitelist since javelins are pre-smeltery). I actually like them, they're a good blend of melee and ranged for early game, except for one little blip. When I was fighting off a wave of zombies, I noticed that the javelin had much less experience than I expected. I did some testing and discovered that while ranged attacks give you a whopping 10 experience, melee attacks give you nothing. This sucks because javelins have the lowest ammo count of any ranged weapon, since they're also good for melee. That means that I'm constantly going back to my tool station to replace the three javelins I've used so that I can level them up. I'm hoping you can change something (I know nothing of mod-making) so that melee attacks gain experience as well. If it's an "either/or" situation, then I'd suggest dropping ranged experience in exchange for melee as the low ammo count means that most people will be using melee, as they can repair it on the fly but have to go back to the tool station/forge to replenish the ammo.
Was there a question in that block of text somewhere? Or was it just meant to illustrate a suggestion for the mod (which, while I tend to be an optimist, probably isn't going to get much love given how old it is. Mods with 1 foot in the grave tend to wither away), and you're hoping Boni feels like digging through it more willingly than I do? Mind you, I do see that it's suggesting something about not getting experience from ranged attacks, but that doesn't change the fact that, when making a suggestion, you should consider setting up and structuring the message a little better. maybe even using the "post title" field (granted such doesn't exist on this forum, but you can use bold and heading level changes to imitated) to summarize it like the subject line of an email
also, please note that, while I am trying to help and understand your post, I'm also a sarcastic a****le that hates pulling punches. "You might be offended"/"viewer discretion advised".
no 1.10.2 version?
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
I cant "harvest" certain blocks even with an Ardite Pickaxe or a standard Iron Pickaxe (vanilla tool enabled in settings). This block in particular is not harvestable, nothing happens when I click. Can anyone help me out?
"The great thing about bushcraft is that wherever you go, the skills go with you."
I am having an issue with using IguanaTinkerTweaks-1.7.10-2.1.6 to override the name of the mining level in a set of mods I am trying to put together.
There are no errors in the logs, and, in fact, the logs show that Iguana Tweaks is, in fact, overwriting the name. However, the names appear to be re-overwritten with something else.
Specifically, Level three is set to "Tin" and not "Bronze".
This is what I am seeing (From BlockDefaults.cfg):
0 - §7Stone
1 - §6Copper
2 - §8Iron
3 - §fTin
4 - §cRedstone
5 - §dObsidian
6 - §4Ardite
7 - §3Cobalt
8 - §5Manyullyn
9 - §5Manyullyn§d+
And this is what I am trying to set:
harvestlevelnames {
S:Level0=Stone
S:Level1=Copper
S:Level2=Iron
S:Level3=Bronze
S:Level4=Steel
S:Level5=Obsidian
S:Level6=Ardite
S:Level7=Cobalt
S:Level8=Manyullyn
}
I am hoping that I am missing something fundamental in my understanding, or that the Tin vs Bronze thing will make the conflict obvious to someone who has looked at it before.
List of Mods:
[1.7.10]MoVillages-1.4.2.jar MobiusCore-1.2.3_1.7.10.jar
AdvancedVanilla2.jar ModelCitizens-mc1.7.10-1.0.1.jar
AOBD-2.9.2.jar ModTweaker2-0.9.6.jar
AppleCore-mc1.7.10-1.1.0.jar Morpheus-1.7.10-1.6.21.jar
appliedenergistics2-rv2-stable-1.jar MSM-SNAP-3.0.0e-For-MC-1.7.10.jar
ArchimedesShips-1.7.1.jar natura-1.7.10-2.2.0.1.jar
Automagy-1.7.10-0.24.1.jar NetherOres-[1.7.10]2.3.1-22.jar
baublesstuff-2.1.2.jar NotEnoughItems-1.7.10-1.0.5.120-universal.jar
BetterStorage-1.7.10-0.13.1.126-nosplode.jar NotEnoughThaumcraftTabs-1.0.2.jar
BiblioCraft[v1.10.3][MC1.7.10].jar OreDictionaryConverter-1.6.1.jar
BiblioWoods[Forestry][v1.7].jar Pam's HarvestCraft 1.7.10h.jar
BiblioWoods[Natura][v1.4].jar PlayerAPI-1.7.10-1.4.jar
BigReactors-0.4.3A.jar RadixCore-1.7.10-2.1.3-universal.jar
BloodMagic-1.7.10-1.3.3-17.jar RedstoneArsenal-[1.7.10]1.1.2-92.jar
Botania r1.6-191.jar rfwindmill-1.7.10-0.7c.jar
ChickenChunks-1.7.10-1.3.4.16-universal.jar roguelike-1.7.10-1.5.0b.jar
Chisel-1.7.10-1.5.7.jar RPGAdvMod-1.0.0_1.7.10.jar
chunkgen-1.7.10-1.3.0.jar RunicDungeons-1.1.7b.jar
ClimateControl-0.8.2.jar SpiceOfLife-mc1.7.10-1.2.4.jar
CobbleDrops 1.7.10.01.jar StorageDrawers-1.7.10-1.5.3.jar
CodeChickenCore-1.7.10-1.0.7.47-universal.jar TabulaRasa-[1.7.10]1.0.1-3.jar
CoFHCore-[1.7.10]3.1.3-327.jar TaintedPlayers-v1-1.7.10.jar
cookingbook-mc1.7.10-1.0.92.jar Talismans2-1.7.10-1.1.6.jar
CraftHeraldry 1.1.3.jar TConstruct-1.7.10-1.8.3-RFNerf.jar
DummyCore1.13.jar Thaumcraft-1.7.10-4.2.3.5.jar
EnchantingPlus-1.7.10-3.0.2-d.jar thaumcraftneiplugin-1.7.10-1.7.jar
EnderStorage-1.7.10-1.4.7.38-universal.jar ThaumicBases-1.3.1710.4.jar
Exotic Birds 1.7.10 - 1.0.3b.jar thaumicenergistics-0.8.10.10.jar
ExtraTiC-1.7.10-1.4.6.jar ThaumicExploration-1.7.10-1.1-53.jar
extrautilities-1.2.5.jar thaumichorizons-1.7.10-1.1.9.jar
fastcraft-1.23.jar thaumicSanity-1.0-1.7.10-9.jar
Forbidden Magic-1.7.10-0.562.jar ThermalDynamics-[1.7.10]1.2.0-171.jar
forestry_1.7.10-4.2.16.64.jar ThermalExpansion-[1.7.10]4.1.4-247.jar
HelpFixer-1.0.7.jar ThermalFoundation-[1.7.10]1.2.5-115.jar
HungerOverhaul-1.7.10-1.0.0-ConfigHack-2.jar TiCTooltips-mc1.7.10-1.2.5.jar
IguanaTinkerTweaks-1.7.10-2.1.6.jar TMechworks-1.7.10-0.2.15.106.jar
INpureCore-[1.7.10]1.0.0B9-62.jar TooMuchLoot-1.7.10-3.0.1.B22-universal.jar
Jabba-1.1.4_1.7.10.jar Translocator-1.7.10-1.1.2.16-universal.jar
KeepingInventory-1.7.10-2.1.jar twilightforest-1.7.10-2.3.7.jar
magicbees-1.7.10-2.4.3.jar UBCOres-1.7.10-0.1.2.0.jar
Mantle-1.7.10-0.3.2b.jar UndergroundBiomesConstructs-1.7.2-test41.jar
MCA-1.7.10-5.2.2-universal.jar VanillaTeleporter-1.7.10-1.0.3.jar
Metallurgy-1.7.10-4.0.5.75.jar warpbook-1.7.10_2.0.37.jar
MetallurgyCore-1.7.10-4.0.4.18.jar witchery-1.7.10-0.24.1.jar
MineFactoryReloaded-[1.7.10]2.8.1-174.jar ZDoctorBB-1.7.10-Server.jar
MineTweaker3-1.7.10-3.0.10B.jar
how to increase default? mine doesn't go past master...
aha. got a premade .cfg that i could have that goes gives bonuses until level 99?
true. i made one. pretty simple once i read the .cfg
I disagree to an extent ... the main function i liked about this mod was the disabling of being able to use Vanilla tools for anything other than just in recipes, which is something ive not yet found another mod to do, although if i cbf itd prolly be something that can be doen via Crafttweaker
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
Can confirm, I hope this feature will come back in some ways
Does anyone know if all tools (Ex: Shovel, Pickaxe, etc) are supposed to gain xp from killing mobs or just the weapons (Ex: Rapier, Cleaver, etc..)? Also if the tools are not supposed to be gaining xp how would i go about fixing this?
Using these versions:
TConstruct-1.7.10-1.8.8
IguanaTinkerTweaks-1.7.10-2.1.6
It would be great if someone knows! Thanks in advance!
I believe only weapons get XP from killing. Shovels get XP from digging (sand, gravel, dirt) and picks get XP from mining (stone, ore, etc.). I do not know if there is a way to change this, but I doubt it.
Is there any news on a 1.10.2 update of this mod? I miss it SO much with my Tinker's.
Thanks,
KCSpence
What you say is true. Although, I haven't seen any mod that allows for part replacement within tools, which Iguana's did.
Perhaps I haven't searched deep enough, but that's the one feature I want really.
Vanilla Tinker's allows for that now.
Hey. I've been hunting all over the place and wondering if someone could help me with something.
I've been making myself a mod pack and managed to figure out how to get the extra configs to load (Finding almost no references to their existence to begin with but knew they existed.)
But I cant figure out if Iguana Tweaks can alter bow/string/fletch stats like Draw speed, Arrow Speed, Accuracy, and their modifiers as well as their special traits (Beyond jagged, stonebound, reinforced, and unbreakable) which are not listed when they are auto generated. I've tried googling and I've tried guessing a few potentially obvious config lines like I:drawSpeed=5
Or is this not an option and I have to use something else that might alter their stats like minetweaker?
@boni I'm not sure whether you intend to make any updates (however small) to 1.7 versions of your mods, but just in case you do, I thought you might want to adjust this one to assign mining levels to oreberry bushes corresponding to the ore they take the place of. Since the bushes are part of tcon (and I realize you later removed them when you took over the mod.*), I'm not entirely sure why you didn't give them a mining level in the first place, when 1.7 was still the go-to version for mod development. Was it overlooked or something?
*I disagree with that decision by the way, given the non-renewable -without additional mods- nature of both ores and the berry bushes even when they were still a thing. The best alternative I found for my 1.10 server pack was the Chickens mod (with MoreChickens to cover modded materials), but that thing is so unbalanced that I'm scared of using it with a large server and/or pack.
(and before I go on to a tangent about the imbalance of the Chickens mod, I should probably just end the post here)
One of the features you said was there is that patterns show what materials can be used. This has worked on other packs for me but its not on my own... any clue why that might be?
Got that too... I went and found every tinkers add on I could and still its not there...
So I've just started a new world and when it came time to make my first weapon I decided to go with a javelin, since I've never really used them before and it actually looked like a decent first weapon (I added wooden tough rods to the whitelist since javelins are pre-smeltery). I actually like them, they're a good blend of melee and ranged for early game, except for one little blip. When I was fighting off a wave of zombies, I noticed that the javelin had much less experience than I expected. I did some testing and discovered that while ranged attacks give you a whopping 10 experience, melee attacks give you nothing. This sucks because javelins have the lowest ammo count of any ranged weapon, since they're also good for melee. That means that I'm constantly going back to my tool station to replace the three javelins I've used so that I can level them up. I'm hoping you can change something (I know nothing of mod-making) so that melee attacks gain experience as well. If it's an "either/or" situation, then I'd suggest dropping ranged experience in exchange for melee as the low ammo count means that most people will be using melee, as they can repair it on the fly but have to go back to the tool station/forge to replenish the ammo.
Re: JigBashMop's previous post?
Was there a question in that block of text somewhere? Or was it just meant to illustrate a suggestion for the mod (which, while I tend to be an optimist, probably isn't going to get much love given how old it is. Mods with 1 foot in the grave tend to wither away), and you're hoping Boni feels like digging through it more willingly than I do? Mind you, I do see that it's suggesting something about not getting experience from ranged attacks, but that doesn't change the fact that, when making a suggestion, you should consider setting up and structuring the message a little better. maybe even using the "post title" field (granted such doesn't exist on this forum, but you can use bold and heading level changes to imitated) to summarize it like the subject line of an email
also, please note that, while I am trying to help and understand your post, I'm also a sarcastic a****le that hates pulling punches. "You might be offended"/"viewer discretion advised".
is this mod ever going to updated to 1.12?